WEE WAR HIRED SWORDSThe following Hired Swords, and ONLY the following Hired Swords are permitted ina Wee War setting. The exception is that you may include any hired swords thatare accepted by your group AND are "small" (goblin, Halfling, gnoblar, etc.) The Averlander is NOT a "small" hired sword, but as a neighbor to the Moot, itmakes sense that a single human may be available for hire.

LARGE Hired Swords: Your warband may include an Ogre Bodyguard (see Rulebook),an Ogre Slaver (posted below), or a similar Large model hired sword ONLY if itdoesn't include a Large model already (such as an ogre, troll, etc.) If youlater on purchase a full time Large model, the Large Hired Sword will leave thewarband. Models riding ordinary, 1-wounded mounts do NOT prevent you fromhaving a Large hired sword (ex. The Squig Hopper).

HUMAN HIRED SWORDS

Averlander Bergjaeger20 gold crowns to hire +10 gold crowns upkeepThe Bergjaeger are trappers and rangers from the mountains that surround theBlack Fire pass. They are experts at moving silently through terrain and areused as scouts. In addition they make good use of animal traps to delay ordivide a group of enemies. Bergjager are not professional soldiers and rely moreon stealth and cunning than a strong sword-arm to survive.May be Hired: Any human or warband may hire a Berjaeger. He may not be hired bychaos warbands.Rating: A Berjaeger increases a warband's rating by +12 points, plus 1 pointfor each Experience point the has.

M WS BS S T W I A LdBerjaeger 4 2 4 3 3 1 3 1 7

Weapons/Armour: Bergjaeger is equipped with a hammer, an axe, and a dagger. Heis also armed with a Longbow. He wears Leather Armor.SPECIAL RULESSet Traps: Bergjaeger are expert trappers and hunters and these skills can beput to great use in any location. A Bergjaeger may set a trap if he spends aturn doing nothing else (he may not set traps if he's just recovered from beingKnocked Down). Place a marker in base contact with the Bergjager. When a model,friend or foe, moves within 2" of the marker he risks setting off the trap –roll a D6. On a score of 3+ he has triggered the trap and suffers a S4 hit (notethat the Bergjager won't trigger his own traps). If the trap did not wound themodel or it didn't trigger, the `victim' may finish his move otherwise he isplaced knocked Down or Stunned 2" from the marker. Regardless whether the trapwas triggered or not, the marker is removed.

SKILLS: A Berjaeger Hired Sword may learn from Shooting or Speed skills. Inaddition, it may learn from the following special skills:INFILTRATE: See Skaven warband for rules.Master Trapper: The Berjaeger may place up to six trap counters on the boardimmediately after the Berjaeger model is placed. They must be placed at groundlevel with at least 6" between them. Any model (except the Berjaeger) that moveswithin 3" of a trap counter must roll a D6. On a roll of 1-3, nothing happens.On a 4-6, the model takes a single hit automatically at the strength shown onthe dice. The trap counter is then removed. A single model can only set off onetrap at a time. He may not place a trap within 6" of an existing trap.

HALFLING HIRED SWORDS

Halfling Knight20 gold crowns to hire +10 gold crowns upkeepWhile few and far between as they are, it is not unheard of for a halfling tostrive for a little more renown then their common ilk are bred for. Those thathear the call for glory rise up as knights among these little folk, venturingforth to fight evil wherever it may be.May be Hired: Any good aligned warband may hire a Halfling Knight.Rating: A Halfling Knight increases a warband's rating by +12 points, plus 1point for each Experience point the has.

M WS BS S T W I A LdKnight 4 3 3 2 2 1 4 1 9Hound 5* 4 0 4 3 1 4 1 5

*reduced movement due to barding

Equipment: Cavalry spear, sword, heavy armour, helmet, shield, hound, bardingSpecial Rules:Not So Large: Even though he is mounted, a Halfling Knight is not so tall as totower over most models. He does NOT count as a large model.Slay Large Creature: A Halfling Knight, when charging a Large sized creature,gains +1S (this is in addition to the +1S he gains simply for charging with acavalry spear).Skills: A Halfling Knight may choose from Combat and Speed skills when he gainsa new skill

HALFLING THIEF25 gold crowns to hire +special upkeepHalflings are well known for their nimble feet and even nimbler fingers. Theynever take anything too valuable (except by accident). Nonetheless, it issurprising the number of things that go missing when a Halfling is about. Thepoor fellows don't know they're doing it half the time! They just seem toacquire rings, tinderboxes and small pets as they go about their business.Thieves excel at making themselves inconspicuous. With their small stature,unassuming manner and predilection for walking barefooted, a Halfling Thief isthe master of sneakiness, sticky-fingers, and feigned innocence. Having onearound is always a dicey situation at best as you're always certain that theother warriors are going to come up a few crowns light by the end of anadventure.May be Hired: Any Halfling warband may hire a Halfling Thief, unless it alreadyhas one.Rating: A Halfling Thief increases the warband's rating by +14 points, plus 1point for each Experience point he has.

M WS BS S T W I A LdThief 4 2 4 2 2 1 4 1 8

Equipment: A Halfling Thief is equipped with rope & grapple, a sword, dagger,and throwing daggers.Skills: A Halfling Thief may choose from the Speed and Shooting skills when hegains a new skill. In addition, there are skills unique to Halfling Thieves asdetailed below, which he can choose instead of normal skills.SPECIAL RULESUneasy Ally: At the end of each (whether or not the Halfling Thief actually tookpart), roll a D6 and consult the following chart.D6 Result1 Stop Thief!: Unimpressed with his employment, the Thief has absconded with allthe warband's valuables! Remove the Thief from your roster, along with allTreasures and valuables in your stash from previous games. Do not add additionalTreasures for having the Thief in your warband this game.2-5 Tax Time: The Halfling Thief seems satisfied thus far, and just charges hisnormal fee of 15 gold crowns upkeep.6 Ignorance is Bliss: Satisfied with the take so far, the Thief forgoes anyupkeep charges on your warband. And whatever he's filched you never knew youhad...Infiltration: A Halfling Thief can infiltrate. See the Skaven special skill ofthe same name.Pick Locks: A Thief knows how to open doors that others find impossible. Whentesting to open a locked door, the Thief just needs to make an Initiative testin order to be successful.Cutpurse: A Thief makes his profession by finding items others have lost. At theend of the game when the warband rolls to find Treasures, they receive oneadditional Treasure as long as the Thief was in the battle, and wasn't taken outof action.HALFLING THIEF SKILLSLooter: The Thief is an expert in finding valuables on a victim before movingon. If the Thief takes any warriors of the enemy warband out of action (and hewas not taken out of action himself), the Thief's warband receives oneadditional Treasure, in addition to the normal +1 Treasure he already addsthrough his Cutpurse special rule. This does not affect the opposing warband'snumber of Treasures.Stealthy: The Halfling Thief can hide even after running, and can run whilewithin 8" of enemy models if he starts and ends his move hidden.

HALFLING SCOUT15 gold crowns to hire +5 gold crowns upkeep Halflings are diminutive creatures,generally more concerned with the timing of their next meal (or two) than withmilitary pursuits. They range from three to four feet tall, and are neither verystrong nor tough, but are naturally good shots and steadfast in the face ofdanger. Some Halflings are more adventurous than others, however, and these boldspirits are much sought after by mercenary bands, for they are splendid archers,and excellent cooks to boot.May be Hired: Any warband except Evil or Greenskin warbands may a HalflingScout.Rating: A Halfling Scout increases the warband's rating by +5 points, plus 1point for eachExperience point he has.M WS BS S T W I A LdScout 4 2 4 2 2 1 4 1 8

Equipment: Bow, dagger and a cooking pot (counts as a helmet).Skills: A Halfling may choose from Speed and Shooting skills when he gains a newskill.SPECIAL RULES:Cook: Halflings are renowned for their cooking skills. A warband with a HalflingScout may increaseits maximum size by +1, as warriors from all around are attracted by the smellof great food! Note that this does not increase the maximum number of Heroes youmay have. This has no affect on a warband that already has a Halfling Cook(Halflings, Halfling Chefs.)

HALFLING VICAR25gc to hire, 10 gc upkeepThe chief deity in the Moot is the worship of Esmeralda, the goddess of hearthand home. That does not mean, however, that the occasional world-travelingHalfling doesn't return home, only to have become a devout priest to Sigmar. These individuals are tolerated by the Halfling population, who would prefer notto have the black clad priests popping around their front doors every week… andalways, it seems, during lunch time. If anything, it appears that the vicarsbelieve less in converting than masses than in scoring a few free meals.May be Hired: Any warband except Evil or Greenskin warbands may a HalflingVicar.Rating: A Halfling Vicar increases the warband's rating by +10 points, plus 1point for each Experience point he has.M WS BS S T W I A LdScout 4 2 4 2 3 1 4 1 9

Equipment: Short Bow, hammer, and a dagger (most likely a butter knife!). Hehas a healthy level of fat that gives him a 6+ save, as if he had light armor.Skills: A Halfling vicar may choose from Academic skills when he gains a newskill. He may also learn a Prayer from the Prayers of Sigmar prayer listinstead of learning a skill.SPECIAL RULES:Priest: The Vicar is a priest, and starts with two prayers chosen at randomfrom the Prayers of Sigmar prayer list.Mostly Pacifistic: The Vicar is not a violent Halfling by nature. He willfight in combat, but treats all opponents as causing Fear. This rule is waivedif he sees a fellow teammate in trouble- if a friendly model is knocked orstunned and is in combat, the Vicar may charge any of the opposing models inthat combat without making a fear test, as he is eager to help his fellow manout!Small Fish, Small Pond: The Vicar will only join a warband that does not haveanother prayer or spell caster. If you gain a spell or prayer caster and do notwish to get rid of it, the vicar will leave during the next postgame phase.

GOBLIN HIRED SWORDSHOBGOBLIN SCOUT45 gold crowns to hire +20 gold crowns upkeepThe Eastern Steppe is home to the tribes of nomadic Hobgoblins. Ruled by theKhans, these Hobgoblins travel the Steppes on wolf back, looking for goodpillaging. Related to the Hobgoblins of the Chaos Dwarf towers, these nomads aresometimes hired by the diminutive Chaos Dwarfs to act as scouts for their raids,spying out the land, and locating prime spots to ambush. After the Hobgoblinsturned traitor on their fellow greenskins at the tower of Zharr Naggrund, theyhave enjoyed the favour in those parched lands, the only thing that has keptthem safe from the vengeance of Orc tribes.May be Hired: Goblin warbands may hire a Hobgoblin Scout.Rating: A Hobgoblin Scout increases the warband's rating by +19 points, plus 1point for each Experience point he has.M WS BS S T W I A LdHobgoblin 4 3 3 3 3 1 2 1 6Wolf 9 3 0 3 3 1 4 1 4

Weapons/Armour: Dagger, shortbow, shield. A Hobgoblin Scout rides a Giant Wolf.Skills: A Hobgoblin Scout may choose from Shooting and Riding skills when hegains a new skill. In addition, there are a couple of skills unique to aHobgoblin Scout as detailed below, which he can choose instead of normal skills.SPECIAL RULESRide: A Hobgoblin Scout has the Ride Giant Wolf skill.Loner: The Scout has become so used to being alone on the Steppes that it hasbecome accustomed to its own company. The Scout may never use the warbandleaders Ld for any tests. In addition, the Scout never counts as all alone andmay operate independently throughout the game.Traitor: Due to the treacherous treatment the Hobgoblins have shown towardstheir greenskin cousins, the Hobgoblin is subject to the hatred of all greenskinraces (Orcs & Goblins and Black Orcs) and a warband that hires the Scout maynever take anyother greenskin Hired Swords. (His hirers may be able to seebeyond it, but doubtful if others will be so open minded!)HOBGOBLIN SKILLSSpy: Before the battle commences but after deployment, the player controllingthe Hobgoblin Scout may re-deploy D3 models (not including the Scout), using thenormal deployment rules. If the player chooses not to do this, then the Scoutmay be set up anywhere on the board that is not within 18" of any enemy model.Potshot: Living in the saddle teaches a Scout to hunt by drawing his shortbowwhile moving at full pelt. The Scout may fire a bow when running with a -2 tohit modifier.

GOBLIN LANTERN BEARERBy Dennis MonteraIt's tough being a goblin, especially if you feel you have talent. The orcsdon't take you seriously, the other goblins are always starting fights, andthere is the continual threat of being fed to the trolls. Occasionally, a smartgoblin will go off and try to earn a living. If he is lucky, he might actuallysurvive for a while. Freelance goblins have found many jobs around Mordheim. Ofmost use to the many warbands of Mordheim are goblin lantern bearers. For a verysmall fee, the hired goblin will carry a lantern around the ruins of Mordheimand try to find those pesky hidden enemies.Hire fee: 15 gold crowns to hire +5 gold crowns upkeepRating: A Goblin Lantern Bearer increases the warband's rating by +5 points plus1 point for each experience point he has.Who May Hire: Any non-Halfling warband may hire a Lantern Bearer.

M WS BS S T W I A LdBearer 4 2 3 3 3 1 4 1 5

Equipment: Lantern, DaggerSPECIAL RULESSmart (for a goblin): The Goblin Lantern Bearer has survived partially on hisbrains. Being one of the smarter from the litter, he does not suffer fromanimosity as most goblins do.Very Lucky: The Goblin Lantern Bearer has survived for some time by his luck. Ifthe goblin is taken out of action during the game, roll for his injuries withthe following results:1 – Lost2-6 – Survives.Small Size: Due to their small size, Goblin Lantern Bearers can fit into verysmall spaces. If the goblin is not taken out of action during the fight, thenthey can help in the search for wyrdstone. When rolling for wyrdstone, roll diceas normal for the warband. The Goblin Lantern Bearer adds +3 to the total diceroll when determining the number of shards found (i.e. if the dice total is 15,then add +3 for a total of 18, and thus 4 shards found instead of 3).Skills: A Goblin Lantern Bearer may choose skills from the Speed list.Note: the following is a HOUSE RULE that our group has applied to lanterns. Youmay choose to implement it as you see fit:Lantern Glow: If playing with darkness rules, any model within 12" of a Lanternbearer is considered "visible". This applies to both friendly and enemy models.Of course, the normal rules for finding hidden models applies as normal.

NIGHT GOBLIN SQUIG HOPPER HIRED SWORD50gc to hire, 20gc upkeep

Squig herding is a tough and dangerous business, and the few Night Goblins whosurvive long enough to get good at it are covered with enough scars and bitemarks that their original features are no longer discernable. A few of thebravest or craziest herders, however, will go one step further, and attempt toride the Squigs into battle. This is less of a mount and more of a one-animalstampede. The squig moves as squig wants, and all the Goblin can do is hang onfor dear life!

Equipment: Carries a club or axe (choose at purchase) and a shield.Skills: A Squig Hopper may learn Combat or Cavalry skills. Any skills learnedapply only to the rider, not to the Squig.

SPECIAL RULESMOVEMENT Each movement phase, during the compulsory movement phase, nominate adirection and roll 2 - 1D6" dice, keeping track which of them is the 'first'dice. The first dice is how far the squig leaps. This move bounces over opposingman-sized models, including enemies, and obstacles 1" high, without penalty, andalso carries the hopper over gaps. The second dice shows the creatures secondbounce, which is slightly lower to the ground. It also moves without penalty andignores terrain obstacles 1", but if it comes into contact with an enemy orfriendly model, it will stop and attack it; this counts as a charge. If the twodice comes up a double, randomly determine a direction: the squig performs itstwo bounces in that direction instead of the one you chose.Once the squig bounces in contact with a model, the Squig will attack asdescribed below and bounce off again. Roll for a random direction, and move theSquig Hopper again in the same way. Continue to bounce the Squig Hopper andcontinue to attack until it fails to land on a model.If a Squig's bouncing takes into a river or lake, both the rider and the squigsink like a stone! The same applies to a squig that bounces off the board: it isconsidered out of action (do not roll for injury for going off the board.)PSYCHOLOGY: The Squig is completely immune to psychology, and it, not the rider,determines the movements of the pair. The Goblin rider is immune to All Aloneand Animosity. If the Goblin fails a Fear Test when charging a Fear causingmodel, the Squig moves and attacks as normal, and the rider is at 6's to hit.FIGHTING: Whenever the Squig bounces in contact with a model (friend or foe), itimmediately attacks, following the normal order of attacks. The rider mustattack if it comes into contact with an enemy model, but may choose not toagainst allies or NPCs. Roll to hit and damage as normal. Once the Squig and theRider make all their attacks, the squig bounces off, before the defender fightsback. The only way the defender is allowed to attack is if he has any attacksthat strike before either the charging squig or goblin, through the normal means(Lightning Reflexes, Whipcrack, Spear, etc.) When bouncing, the creature leavescombat without penalty. If the squig bounces into more than one model in aturn, the squig attacks each time, but the rider may not exceed his normalnumber of attacks each turn.CHARGING: Charging and attacking a Squig Hopper is treated exactly likeattacking a normal mounted model. Once engaged in hand-to-hand combat, a Hopperis pinned to the ground and may not hop until it flees or until all engagedopponents are taken out of action.SHOOTING: Squig Hoppers are treated as normal cavalry when hit with missilefire. Remember that being mounted grants the Rider a +1 armor save in shootingand in Hand to Hand.MOUNTED: The Squig Hopper follows all of the normal rules for mounts as listedin the 'Empire in Flames' mounted section. The Hunter is treated as alreadyhaving the skill 'Ride Squig' (not that it shows!) The exception is that therider may never voluntarily dismount the squig, nor may it be led.

SPECIAL SKILLS:Apply the Spurs: The rider may, after rolling for movement, dig in the spurs. This will cause the Squig to bounce an additional 1D6", for a second hop closeto the ground. However, if this dice roll is the same as either of the dicerolled this turn, then the final 1D6" is in a random direction. For example: ifyour first bounce was 6", and the second is a 1", if you apply the spurs androll a 1 or 6, the third bounce is wild. You may only apply the spurs once perturn.High Bounce: Roll for 2D6" for movement as normal, but the Squig leaps over anymodels and 2" terrain in a single bound. If it lands exactly on a model, itattacks it as normal. You must declare you are using this skill at the beginningof your movement phase before rolling any dice, and applies to all bouncing thisturn. May be used with 'Apply the Spurs', although ANY doubles results in a wild3D6" high bounce.

DOOM DIVER HIRED SWORDCost: 15 Upkeep 5Originally a form of reconnaissance, the Doom Divers (also known as `Bat-wingedloonies') are witless Goblins that are strapped to a catapult with crude leatherwings strapped to their wings. The wings are not capable of giving the diver theability to fly, but they grant him some resemblance of steering as he plummetsto the ground. Outside of battle, a few goblins actually try the wings withoutthe catapult, gliding from rooftop, or diving bombing themselves into an enemymodel.

Increases the rating by +5, plus +1 per experience point.

May be Hired by: Da Mob Orcs, Forest Goblins, and Black Orcs.Unofficial Warbands: May also be hired by JAFisher44 Ogre Warband, and byRamRock's/ StyrofoamKing's Snotling Warband.

M WS BS S T W I A Ld4 3 3 3 3 1 3 1 5

Equipment: Head Spike, Two Daggers, Leather Wings, Hook and RopeSkills: The Goblin may learn from the Combat and Speed list.

SPECIAL RULESAnimosity See the Orc Warband.Head Spike: A head mounted spike. When charging (from the air or land) theGoblin may use the head spike instead of normal weapons. It provides +1 Strengthin the first round of combat. It may not be used with an additional hand weapon.In further rounds of combat, the Doom Diver may switch to his daggers.Leather Wings: The goblin is equipped with a pair of feathered or bat-likewings. The wings are not strong enough to allow the goblin to fly in the propersense, but they do allow the goblin to glide down from an elevated position. Ifthe goblin is above the table-top surface (on a roof, walkway, etc.) it mayglide down at a rate of 2" horizontally for each inch of downward verticalmovement. It may make a normal walk move before or after gliding (it may movebefore and after gliding, but may not charge and may not walk more than normalmovement, i.e. 4").Diving: When making diving charges, the goblin may make charges against anymodel within Glide range (see rules above)... measure the distance afterdeclaring the charge. He may also attempt diving charges from heights higher 6".If the charge fails (out of charge range, fails Initiative test,) he isconsidered to have fallen from the full height that he is diving from. Thegoblin is required to take only one Initiative test for the entire DivingCharge, rather than once test per 2".Fearless: When making Diving Charges, the model is Immune to Psychology. Avampire's a little less scary when the fall's gonna kill ya first...

SPECIAL SKILL'Catapult Crafter' : From a few scraps of wood and rope, the Doom Diver hastrained himself to construct simple launchers. If the Doom Diver is set-upwithin your warband's normal deployment zone and at ground level, you may havethe Doom Diver be launched 3D6" directly upwards. From that height, the DoomDiver may attempt to glide or diving charge as normal, as if he was gliding ordiving from a building of that height. The Catapult has only enough strength tolaunch the doom diver once per game. The diver cannot move before beinglaunched.

LARGE HIRED SWORDS –Reminder, each warband may only have ONE Large Model at a time.

OGRE SLAVER90 gold crowns to hire +35 gold crowns upkeepIn remote stretches of the world Ogre Slavers are a common enough sight. Thepractice of slavery is flourishing amongst certain ruthless Ogres with onepurpose in mind: capture men who will be forced to fight for them. Ogreslavemasters take prisoners as bounty from ambushes whenever cowering foessurrender. Though none could yet lay claim to the infamy of the `Corpse-slaver'Braugh Slavelord, all Ogre Slavers are fearfully respected by those fiends whodare to do business with them.May be Hired: by Goblin & Gnoblar warbands that do not already have a LargeModel.Rating: The Slaver increases your warband rating by +40 points, plus 1 point foreach Experience point he has.

M WS BS S T W I A LdSlaver 6 3 2 4 4 3 4 2 7

Equipment: Axe, club, light armour, and a collection of chains.SPECIAL RULESFear: Ogres are large, threatening creatures that cause fear. See the Psychologysection for details.Large Target: Ogres are Large Targets as defined in the shooting rules.Skills: An Ogre may choose from Combat and Strength skills when he gains newskills.Capture: At the start of each battle nominate one of your opponent's Heroes asthe Slaver's mark. This works like a Bounty Hunter's mark, except that insteadof earning a reward after the battle has ended, the captured mark belongs to theSlaver. The Slaver gets +1 to hit his mark and must always move towards them. Hegains +D3 Experience for each mark he puts out of action if he survives and thebattle was won. After the battle do not roll on the Serious Injuries chart,marks count as captured. Unlike the Bounty Hunter skill no reward is earned forcapturing the mark. Any weapons can be kept by the warband or sold.Chains: A mark works for the Slaver's warband and must always remain within 8"of him, due to a chain shackled to him held fast by the Slaver. If the Slaver isholding onto chains he can only use one weapon.Escape: If the Slaver is taken out of action and none of the Slaver's warbandmembers are within 8" then his marks will automatically run for the nearesttable edge, in the hope of returning to its original warband. If a mark evercomes within 8" of its original warband, then it is instantly controlled by theoriginal owner of the mark. If the Slaver is taken out of action in a battle anda mark is within 8" ofanother warrior from the Slaver's warband, themark will charge the closest modelfrom that warband in range. Treat the mark as having hatred.

OGRE BODYGUARD80 gold crowns to hire +30 gold crowns upkeep

Ogres are large, brutish creatures, standing some ten feet tall, and all of itbone and muscle. For this reason they are much in demand as bodyguards andmercenaries, despite their lack of brains. A warband backed up by an Ogre makesa fearsome enemy, since Ogres are extremely dangerous fighters and a terrifyingsight to behold when enraged. They happily accept any employer, as they arenotoriously unbothered about who they fight for.May be Hired: Any warband except Skaven may hire an Ogre Bodyguard. A warbandthat already has a Large model may not hire an Ogre.Rating: An Ogre Bodyguard increases the warband's rating by +25 points, plus 1point for each Experience point he has.

M WS BS S T W I A LdOgre 6 3 2 4 4 3 3 2 7

Weapons/Armour: Either two swords, axes or clubs (or any mix of them), or adouble-handed weapon (you may choose which). Bodyguards wear light armour.SPECIAL RULESFear: Ogres are large, threatening creatures that cause fear. See the Psychologysection for details.Large Target: Ogres are Large Targets as defined in the shooting rules.Skills: An Ogre may choose from Combat and Strength skills when he gains newskills.

EXOTIC HIRED SWORDS (Technically, these are HIGHLY unlikely to show up in theMoot… that being said, if they were to show up, it'd be fair.)

PYGMY HUNTERBased on the work of Tommy Punk & Rick Martin15gc to hire, +5 crowns Upkeep.A diminutive human, that bears not the strength of the Old Worlder humans, northe bravery of the Halflings of the Moot. However, they have shown anindomitable spirit none-the-less, surviving for millennia against the savagefury of the Lizardmen, and the calculating cunning of the Dark Elves. On theoutside, they appear primitive and simple, but who knows what intricate culturesthey have woven in their secret camps, hidden amongst the fronds and forests ofthe New World?

May be hired: Pygmies may hire and upkeep a Pygmy hunter at base price. Anygroup of humans, or halflings may hire them as well, but pay 10gc upkeep insteadof 5gc.

Rating: A Pygmy Hunter increases the rating by +5 points plus 1 point for eachExperience point he has.

M WS BS S T W I A LdPygmy 4 3 4 2 2 1 4 1 7

Weapons: 1 spear, a shield, two daggers, a blowpipe, a rabbit's foot.Special Rules:Forester: The Pygmy moves through jungle and wood terrain without penalty.Poisoned Spear: The Spear has a Poisoned tip, which counts as +1 Strength to allmodels that are not Immune to Poison.

Blowpipe PoisonsRange: 8" Strength: 1 Save: +1Stealthy: May fire while hidden. The target model may take an Initiative test tospot the firing model, in which case, the model is no longer hidden.Poison: Each dart the Pygmy fires is coated with a poison on your choice. Anymodel that is immune to Poison is immune the Blowpipe poisons. If immune, theBlowpipe attack counts as a normal S1 attack, with the above rules. Choose oneof the following poisons before each shot:-Black Lotus: See the default 'Poison' rules for the Blowpipe, as listed in theSkaven Warband.-Purple Fog: Each time the target is hit by a dart, the model is at -1Initiative, to a minimum of 1. This affect still happens even if the model isnot wounded, or if the blow is saved. The effect is cumulative, and only avoidedif the blow is avoided (Lucky Charm, Dodge, Fey Quickness.)-Sleeping Potion: The dart counts as having Strength 3, and has +1 added to allInjury rolls. However, any model taken out of action with the sleeping potiondoes not roll for Injury in the Post-game phase, as they were merely knockedunconcious.

Skills: The Pygmy may learn Shooting, Speed, and Pygmy Special Skills.Max Stats: A Pygmy has the same max stats as a Halfling.

PYGMY SPECIAL SKILLSStealthy- The Pygmy hunter may start the game Hiding.

Infiltrate- See Skaven Skill

Poison Dart Maker: Whenever a Pygmy takes 'Poison Dart Maker' as a skill (andhe's allowed to take it more than once), he chooses one of the following Poisontypes as a new type of possible ammunition. If the Pygmy takes the skill again,he may choose an additional type of poison dart, increasing his variety ofammunition even further. As a reminder, any model that is immune to Poison isimmune the Blowpipe effects. Note that a dart may never have more than one typeof poison on it.

~Poison Arrow Frog Dart- Each time the target is hit by a dart, the model is at-1 Movement, to a minimum of 2. This affect still happens even if the model isnot wounded, or if the blow is saved. The effect is cumulative, and only avoidedif the blow is avoided (Lucky Charm, Dodge, Fey Quickness.)

~Starpod Poison: Each time the target is hit by a dart on a natural roll of 6,the model is at -1 Strength, to a minimum of 1, for the rest of the game. Thisaffect still happens even if the model is not wounded, or if the blow is saved.The effect is cumulative, and only avoided if the blow is avoided (Lucky Charm,Dodge, Fey Quickness.)

~Sea Urchin Poison: Each time the target is hit by a dart on a natural roll of6, the model is at -1 Attack, to a minimum of 1, for the remainder of the game.This affect still happens even if the model is not wounded, or if the blow issaved. The effect is cumulative, and only avoided if the blow is avoided (LuckyCharm, Dodge, Fey Quickness.)

~Idiotoad Poison [by MyLittlePwny]: Enemies hit by the blowpipe on a natural 6to hit will be affected by the Idiotoad Poison and must take an unmodifiedtoughness save (no drug bonuses). If the model fails this save, he/she suffersfrom stupidity for the duration of the battle.

CHAMELOEN SKINK70 gold crowns to hire +12 gold crowns upkeepChameleon Skinks are an incredibly rare breed of Skink that can change thecolour of their skins at will to blend in with their environment. Needless tosay Chameleon Skinks are very stealthy and difficult to detect indeed.May be hired: Lizardmen or Skink warbands may hire a Chameleon Skink. A Pygmywarband may hire a Chameleon, but it costs them an upkeep of 20gc.Rating: The Chameleon Skink raises the rating of the warband by 16 points, plus1 point for each Experience point he has.M WS BS S T W I A LdChameloen 6 4 4 4 2 1 5 1 7

Equipment: Dagger, blowpipe with poison darts and a buckler.Skills: The Chameleon Skink may choose from Shooting and Speed skills wheneverhe gains a new skill. In addition, there is a skill unique to Lizardmen asdetailed below, which he can choose instead of normal skills.SPECIAL RULESChameleon Skin: Chameleon Skink's foes halve their Initiative when trying todetect him when hidden. In addition Chameleon Skinks are at -2 to hit withmissile fire.Infiltration: A Chameleon Skink can infiltrate. See the Skaven special skill ofthe same name.Scaly Skin: A Chameleon Skink has an armour save of 6+ naturally due to theirthick scales. Thisarmour save cannot be modified due to Strength modifiers but any injury resultor special effect which specifies that no armour save is allowed will negate thearmour save.Cold Blooded: A Chameleon Skink may roll 3D6 and select the lowest two dice whentaking a psychology test.Aquatic: Skinks may move through water terrain with no penalty, and count asbeing in cover whilst they are in the water.Jungle-born: Skinks can move through jungle terrain without penalty.LIZARDMEN SKILLGreat Hunter: The Chameleon Skink is adept at making the most of the coveravailable. This imposes an additional -1 to hit if the Skink is in cover,meaning a -2 to hit penalty is applied instead.

ZOAT WARRIOR100 gold crowns to hire, +35 gold crowns to upkeep.[Note: While not a 'Large Model" in the same sense as an Ogre, a warband may nothave a Zoat and a Large model like an Ogre… he's big enough!]

Zoats are reptilian creatures found in the Southlands and in Lustria, but werenever completely enveloped into the plans of the Old Ones. Before theappearance of chaos, these solitary beings were generally ignored by theLizardmen societies, and left to wander about as they willed. But since thecollapse of the Northern Gate, the Slann have taken a more zealous approachtowards anything 'outside' the Old Ones' machinations. The Zoats have beenhunted down, till they are nearly extinct. However, the Zoats can live forhundreds of years, and have gained more experience on avoiding capture than anentire city of skinks and sauruses. Perhaps what disturbs the Slann the most isthat the Zoats are one of the few other creatures in the world that communicatesolely with their minds... do they fear that their 'godlike' position will beingundermined?

May be Hired: By Amazons & Pygmies. Skinks and Halfling Rangers may hire one,but pay 35 gc in upkeep. You may not hire one if you already have a Large model(like a Kroxigor or a Treekin.)Rating: A Zoat increases the warband's rating by +30 points, +1 point for eachadditional experience he has.

M WS BS S T W I A LdZoat 7 5 3 4 4 3 5 1(+1) 7

Weapons/Armor: Either a doubled handed weapon, or a combination of Mace andShield (you may choose which upon hiring.)Special Rules:Cold Blooded: For any Leadership test, the Zoat rolls 3D6 and discards thehighest result.Scaly Skin: Has a natural save of 5+. This cannot be reduced below 6+ byStrength modifiers, but any result of "no save" on the injury chart will negatethis 6+ save. A shields adds +1 to the save.

Stomp: The Zoat has a stomp attack, in addition to its normal weapon attack. TheStomp attack suffers no penalty for being unarmed. Unlike a Saurus bite attack,it attacks at the same time as the normal Zoat attacks, following the normalrules for attack order. (If this causes the Zoat to deliver two attacks thatdifferent times, he cannot knock-down & stun a model with one attack, and'automatically' hit it/injure it with the second... it must treat the model asthough it was uninjured, assuming it was uninjured before the Zoat's initialattack.)

'Mounted': While not a Mounted creature per se, the Zoat is an impressive largeQuadroped creature. It suffers +1 to hit against missiles, cannot go in doors,and counts as a 'Large' Model (this does not increase his rating any further.)Also, he cannot traverse terrain that a mounted animal would be unable totraverse. He rolls on the injury table as normal, not on the 'Whoa Boy!' Table.

Jungle born: All Zoats can move through jungle terrain without penalty.

Skills: The Zoat may learn skills from the Combat and the Strength skill lists.They may also learn the Zoat Special Skill, Mental Shield.

ZOAT SPECIAL SKILL:Mental Shield: Any time the Zoat is targeted by a spell, you may roll a D6: on a4+, the spell fails. Likewise, if a spell is cast that affects the Zoat andseveral other models, you may roll 1D6: on a 4+, the Zoat himself is unaffected(though other models may be affected as normal.)